Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The only viable formation in most adventures is to have 1-2 DPS guys, 1 Tank/support and all the rest as pure support.
The game is fun still, but it never really feels like a real D&D party for that reason, and sadly I can't see how it could be changed without destroying totally the structure of the game.
I would really prefer a game system were evey character has significative DPS, and support effects are just little boosts and not huge multiplicators, but that doesn't seem possible in this game.
It could be done, but it would require shifting the primary source of party damage scaling (and I would argue in favor of shifting it to base champion levels). But if they made formation abilities additive instead of multiplicative, it would make spreading them around as effective as stacking them up. 10,000% formation boost added to another 10,000% formation buff is only a 100% increase in the damage of those champions effected. In fact, the party-wide buffs (like Tyril) would radically diminish the value of other formation buffs for the party.
Thank you for your replies !